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Quartermaster General: Alternate Histories is the second expansion for Quartermaster General, the critically acclaimed fast-playing World War 2 game. It is playable in 90 minutes, and gives players the same experience of much larger games in a much simpler, digestible format.

Alternate Histories adds pieces for France and China as well as new cards to add even more variety to your games.

You may use this expansion in conjunction with the Air Marshal Expansion, but it is not necessary to have the Air Marshal Expansion to enjoy the Alternate Histories expansion. (Simply remove the Bolster and Deploy Air Force cards from cards provided in the expansion.)

We are very proud and excited to announce our newest boardgame – Quartermaster General:1914, creating a narrative of the First World War in Europe, reflecting the military, technological, and social changes that occurred over the following four years.

1914 is the next title in the critically acclaimed Quartermaster General series by Ian Brody. The game plays between two and 5 players, and takes about an hour and a half to play. If you don’t know the Quartermaster General series, these games are light, card-driven wargames, but with an emphasis on teamwork. The games play like Euro strategy games, and are enjoyed by wargamers and non-wargamers alike.

Based on the innovative card driven mechanics to be found in the original Quartermaster General game, Ian has cleverly adapted and modified the core engine to reflect the flavour and the First World War to give another brilliantly exciting, easy to learn, fun game with a lot of replayability. Each game in the Quartermaster General system differs to reflect the conflict being represented.

In 1914, each player may have numerous prepared cards to help in battle or attrition. The players have much greater control over how fast they move through their decks, always looking to find some advantage to wear down the opponents. In 1914, each card has two different uses, one when played, the other when prepared. On your turn you’ll have the opportunity to both play and prepare a card. You can also spend cards to draft more troops, or use cards to degrade your opponents by attrition. However your deck represents your overall resources, so moving too quickly through your deck early might result in your unsupported armies being swept away in the final rounds of the game. Worth it, if you can capture Berlin or Paris in 1915, but if your gambit fails, you may have a tough road ahead. The game ends after 17 rounds of play, or earlier if one side has a commanding lead. Because the deck is reshuffled each game, no two games are alike!

Plastic Soldier Company and PSC Games have run and delivered 5 successful Kickstarter campaigns in the past 24 months – Richard Borg’s Commands and Colours The Great War and its first expansion Tank!, Quartermaster General: Victory or Death, The Battle of Britain by Richard Borg and A British 25 pdr artillery gun and tractor plastic kit.

1914 is actually in production and we will air freighting some copies for Kickstarter backers and releasing some advance copies of the game at Spiel in Essen 13-16th October 2016 – in just under a month’s time. The full retail copies will be taking a slower route by sea and will be on general retail release end of November/early December. We have a number of “Essen collection only “ pledges with free shipping if you want to collect your pledge at Essen.

The PSC Games plastics and graphics design teams have designed some beautiful plastic playing pieces and have used the same talented artist for the card, board, box and rules artwork as the original Quartermaster General and Victory or Death and Will has come up with some cool stretch goals, some of which will be exclusively available to KS backers only. We are also offering 1914 to our KS backers at a discount to full retail price.

So, if you would like to take advantage of a discounted price, a bunch of exclusive stretch goal goodies and the chance to be playing this exciting game in a matter of a few weeks, way ahead of everyone else, please pledge away!

In Santa’s Bag, you play an Elf in Santa’s workshop. You make toys for kids. Santa reads his list and tells the Elves what toys to make and who will get them.

On your turn, look at the toys that need to be made. Do you have the parts to make a toy? Do you need more parts? You can trade with other Elves to get a part. You can even use Elven Magic to make the right part! The trickier the toy, the more points you earn. Building toys for nicer children earns you even more points!

When you’ve built all the toys on Santa’s list, the player with the most points wins!

Santa’s Bag has been awarded the prestigious National Parenting Center Seal of Approval, and is one of the products they are recommending for this holiday season.

Perfect for every home – you don’t have to believe in Santa to believe this game is bags of fun!

We’re proud to be able this brand new version – the game you wanted Destination: Neptune to be – at an exceptional value!

Destination: Neptune is a euro-style game portraying an optimistic look at the next 100 years of space exploration.

You must own Destination: Neptune to use the Second Edition Expansion.

It’s been a few years since I designed Destination: Neptune and it’s an ok game, but not a great game. I wasn’t really looking for a solution to make Destination: Neptune the great game it should have been, but anyhow, it dawned on me one day when considering the rules for an entirely different game. We tried it out, and wow! My wife and I immediately started playing every night. That same excitement we had with Quartermaster General.

I’ve decided to go ahead and develop the new rules into an add-on for the original game. Below is a link to the new rules. These are still ‘beta’ as they will be finalized once we’ve funded. That also means if you have any questions, please feel free to ask!

Our goal in this kickstarter is to offer a basic pledge at our own estimated cost, and therefore provide folks who own the game already to be able to upgrade it at the lowest possible price. As we do better we’ll add more stretch goals so that the more folks who back the project the better your product gets.

People who never picked up the original game can get the base game and second edition add on for the MSRP of the base game. We know that this is an excellent value, since there will also be kickstarter swag thrown in too!

Unless this kickstarter is wildly successful, 2nd Edition will not be available through retailers as there won’t be enough margin to pay their bills. So if you’re interested, now would be the time to act.

If you’re interested, here is a synopsis of the changes:

Plays much better as a 2-player game

Plays much faster, both in overall length and perceived pacing.

The rules are simpler, more intuitive, and therefore easier to learn.

You’ll be able to use your Technology before other players

Only one player is allowed at a Location, so the race aspect is enhanced.

Much less snowballing for the winning players, and the game is a bit more forgiving of mistakes.

I’ve also uploaded a playtest kit. What you’ll need is a copy of Destination: Neptune first edition, plus the rules above, and this file: Online Card Labels

This file is arranged so that if you have normal mailing stickers (Avery 5162) – that’s 10 rows X 3 columns – you’ll be able to print them and stick them on playing cards. The other way is just to cut them up into slips of paper, and use those, or card sleeves.

We thank you for your interest in this project and I’m positive you won’t be disappointed!

Ian, Karin, & Nick

Risks and challenges

Griggling Games has had two very successful, on time, at spec kickstarters. This should be the easiest of our kickstarters to fulfill due to the lessons we’ve learned in the first two.

I’m obviously concerned that folks who looked at Destination: Neptune a few years back won’t try it again. All I can say is please, do. I know you’ll be pleasantly surprised.

Griggling Games would like to thank our kickstarter and preorder backers!

Ian Brody’s acclaimed card-driven Quartermaster General series heads into the Nuclear Age!

Quartermaster General: The Cold War depicts the struggle between the aspirations of the Soviet Bloc, the West, and the Non-Aligned nationalist independence movements throughout the developing world.

You will play a Bloc of nations: the Soviet Bloc, the Western Bloc, or the Non-Aligned Bloc. Each Bloc is considered an enemy to each other Bloc, even if players decide to cooperate temporarily to preserve the balance of power. Each of the three Blocs may be played by one or two people, depending on the number of players.

On your turn, you’ll play cards to unfold a narrative of the Cold War – as it might have been. You may decide to use military force when espionage fails, but escalating tensions will reduce the penalty your enemies pay to use their WMDs in retaliation!

Quartermaster General: Prelude is an expansion to Quartermaster General, the fast-paced game about World War II strategy game.

You can play the Prelude expansion with the Quartermaster General alone, or use it in conjunction with one or both of the other the expansions, Air Marshal or Alternate Histories. Basically, any combination of the three expansions can be used. But you absolutely do not need these other two expansions to enjoy Prelude (and in fact, it has been more heavily tested using the base game alone).

The Prelude expansion contains * 107 Prelude cards * A player aid card * A rules sheet All packaged in a small box.

Victory or Death, The Peloponnesian War, is the next game in the Quartermaster General Series. It is a card driven/hand management/area control eurogame/wargame for 2 to 4 players playing on two teams, and takes about 90 minutes to two hours to play. On one side are the Athenians and the Delian League, the Demos team; against them, the Oligarchs of Sparta and Corinth are teamed.

Like Quartermaster General did with World War II, Victory or Death immerses the player in a believable, alternate narrative of history. Like Quartermaster General, you will be able to start playing quickly, as the rules are simple and easy to learn. Mastery comes through repeated play, as you learn the various cards and combinations available in the four decks.

“All their education was directed toward prompt obedience to authority, stout endurance of hardship, and victory or death in battle.”
— Plutarch, The Ancient Customs of the Spartans

“Therefore, having judged that to be happy means to be free, and to be free means to be brave, do not shy away from the perils of war.”
— Thucydides, Pericles’ Funeral Oration

From the beaches of Normandy to the Ruhr Valley, SHAEF is a two-player, card-driven, World War II strategy game covering the period from June 1944 through March 1945.

The actual corps and armies that fought in the campaign are represented by counters on a map of the Western Front. The cards represent lower echelon forces, like divisions and brigades, as well as a variety of combat support and special tactics. The cards are (usually) assigned to Corps and Army units.

Players can decide to use either the historical setup, or the free setup, to give players the chance to test different strategies.

In a month, both the Allies and Axis will have a turn to move and initiate combat. Combat is resolved using the cards assigned to the units.

Quartermaster General is a fast-paced game that puts YOU in command of the major powers of the Second World War. In Quartermaster General, supply is crucial to keep your armies and navies fighting; destroy your enemies? supply lines and their forces will surrender!

During a game of Quartermaster General, you will play one or more countries on either the Axis or Allied team, and try to score as many Victory Points for your team as you can. After 20 rounds of play, the team with the most Victory Points wins the game. You earn Victory Points by occupying the starred Supply Spaces, or as indicated on the cards.

Each major power has a unique set of strikingly illustrated cards with which to marshal their forces, represented by wooden army and navy pieces.

Quartermaster General is simple to learn and quick to setup – but difficult to master. Each game plays differently, ensuring superior replayability!

Card driven action combined with traditional map based gameplay make this a thrilling new take in the WWII action/strategy genre suitable for veteran wargamers and casual board gamers alike.
For more information, or support, please visit the Quartermaster General page on Board Game Geek

Air Marshal: A Quartermaster General expansion adds two entirely new mechanics to Quartermaster General.
• Bolster cards are played directly from your hand at a time specified on the card, adding a whole new element of surprise and challenge to the game.
• Your Air Forces provide an additional dimension to battle. Air Force pieces are deployed to the board through play of a Deploy Air Force card. Once in play, Air Forces may support Army or Navy units in the same space and apply additional pressure to adjacent enemy pieces.

DESTINATION: NEPTUNE shows an optimistic vision of commercial space exploration in the next century. Control an organization with the resources and intent to explore, develop, and colonize the worlds beyond Earth. Organizations that practice careful planning and resource management, with a healthy dose of technology research will succeed. Destination: Neptune moves through four generations of space exploration. Players earn Victory Points by building large commercial outposts and colonies, as well as from fame and outright purchases. After four generations, the player with the most Victory Points wins the game.

CELESTIAL RAINBOWS is a light, cooperative card game featuring the fantastic rainbow art of the visionary artist Aurora of Woodstock, NY. The object of the game is to work together to build as many of the seven rainbows as possible. The game may be lost if players are not able to complete a rainbow, but this game is designed to be a positive experience that focuses on improving and not so much the negative connotations of losing. Players work to improve their score from their last game. Though cooperative, players have limited table talk and must coordinate their card plays based on what cards they can see on the table. A fun game suitable for all ages!